<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!-- ==================== AmmoSet ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_DisruptorFlare</defName>
		<label>disruptor flare shell</label>
		<ammoTypes>
			<Ammo_FlareBioferrite>Bullet_FlareBioferriteDirect</Ammo_FlareBioferrite>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ==================== Projectiles ========================== -->


	<ThingDef ParentName="BaseBulletCE" MayRequire="Ludeon.RimWorld.Anomaly">
		<defName>Bullet_FlareBioferriteDirect</defName>
		<thingClass>CombatExtended.ProjectileCE_SpawnsThing</thingClass>
		<label>bioferrite flare</label>
		<graphicData>
			<texPath>Things/Projectile/Bullet_big</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<color>(255, 95, 83)</color>
			<shaderType>MoteGlow</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Smoke</damageDef>
			<suppressionFactor>1.0</suppressionFactor>
			<flyOverhead>false</flyOverhead>
			<dangerFactor>0.0</dangerFactor>
			<armorPenetrationSharp>0</armorPenetrationSharp>
			<armorPenetrationBlunt>0</armorPenetrationBlunt>
			<landedEffecter>DisruptorFlareLanded</landedEffecter>
			<spawnsThingDef>CE_DisruptorFlareSmall</spawnsThingDef>
			<speed>60</speed>
			<dropsCasings>false</dropsCasings>
		</projectile>
		<comps>
			<li Class="CombatExtended.CompProperties_ProjectileFleck">
				<FleckDatas>
					<li>
						<fleck>Fleck_CE_BioferriteGlow</fleck>
						<emissionsPerTick>6</emissionsPerTick>
						<rotation>0~360</rotation>
						<scale>2.5</scale>
						<flecksPerEmission>1</flecksPerEmission>
						<originOffset>-0.5</originOffset>
					</li>
				</FleckDatas>
			</li>
		</comps>
	</ThingDef>

</Defs>